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Everything posted by lextacy
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Hi, I would like to get a bit deeper in modding. I think texturing is where Id like to start. Im having trouble getting a Soyuz TMA to have 4 sets of colors. I want grey,green, dark green, and of course the stock black. I will be using Bobcats soyuz for this. So far this is what I have come up with for the code.... MODULE { name = FStextureSwitch2 moduleID = 0 objectNames = base <----- I think this is whats making the mod not work textureRootFolder = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module textureNames = Soyuz_descentTMA;salyut4_orb_dark;salyut4_orb_light;grey textureDisplayNames = Black;DarkGreen;LightGreen;grey nextButtonText = Change Texture prevButtonText = Previous Texture statusText = Current Texture switchableInFlight = false repaintableEVA = false showPreviousButton = false updateSymmetry = true showInfo = true } As you can see I have a hunch that the objectName part might be killing it. The name "base" is the name of the mesh that MM gives. Do we go by meshes? So in the VAB I get no texture change, but I do get the GUI button that says "Change Texture" . Can someone help me out?
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on the front page there is a link to "vehicles"
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Welcome ! Yea haha I did that cuz i was burning up during re-entry. This I guess was due to me having the shuttle version that was not done by Mike. MikeNZ re-did the aero/thermodynamics I suppose and now 7500 ablator is definitely overkill. Glad to be of help
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fair enough , I can live with the crawlers for now. They are beautifully done in the modeling of you really do those from scratch! I heard from reports that the crawlers actually drive. Mine just sit there? AM i missing a dependency for the truck/tracks?
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REROOT getting REDONE?! GLORIOUS! Cant count the number of times when I try to take sub-assemblies (which are the payloads only) and try to mate with the launch vehicle only to find out there never was a root node defined.
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I have my version fixed, I used some code that allowed the assets to show in 1.0.5
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ill have a shot of that soyuz tower also please! and thank you ! And and do oyu have the light blue colored shuttle tower? It looks like a KK asset from what I can tell....
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@PART[STS*,km_ssme_STS]:FINAL { @maxTemp = 2600 %skinMaxTemp = 9500 MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 } RESOURCE { name = Ablator amount = 7500 maxAmount = 7500 } } Probably overpowered to boot, but you can tone (ablator) it down to your liking. Your results may vary due to mod version or FAR or etc. This code will add ablator to every part ever that would be exposed to the heating.
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Any mods that have a gold foiled cube shaped probe cores?
lextacy replied to lextacy's topic in KSP1 Mods Discussions
great recommendations guys ! I will sort this out tommorw. Big day coming with the launch of the Pathfinder with ballooons -
I cant seem to find the official STS blue launch towers that are pictured in the front page. They are really well done but cannot find them in my parts pack to test them out. Am I really going that crazy?
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Even when it is released it will do no good as then we have to wait a few months for all the modders to make their updates. This 1.1 will destroy all mods since the GUI is overhauled. Late April sound about when 1.1 will finally kick off. SOrry to burst anyones bubble fantasy here.
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
lextacy replied to AlphaAsh's topic in KSP1 Mod Releases
I get this too. Stumped- 872 replies
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[1.8.x - 1.12.x] Salyut Stations (Salyut/Almaz) - 8-26-21
lextacy replied to raidernick's topic in KSP1 Mod Releases
HARRR HARRR TO RAIDERNICK! -
Has anyone tried the Canadarms yet? Mine seem to whip around like they are made of lasso ropes. Like there is no joint system in the arm parts.
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[1.7.2] KK Launchers - Delta, Atlas Pack
lextacy replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Oh I see. So I guess we all have to wait -
[1.7.2] KK Launchers - Delta, Atlas Pack
lextacy replied to Kartoffelkuchen's topic in KSP1 Mod Releases
no its this exact one...... http://www.wired4space.com/wp-content/uploads/RBSP-move-to-pad-5.jpg -
Agreed. It seems as if Squad wanted to add KAC functionality, but only 5% . I have no use in the tracking station other than flying a craft and timewarping. Now what I would really like to see in the tracking station is filters such as: - Hide orbital crafts that share the same orbital plane. This allows for one to check on which satellites need maintenance with out others blocking your view. Basically you filter out all planes , but the one you specify. -Tags : You assign a tag to a craft such as "GPS" This is to group crafts like gps, interplanetary probes, atmopherics, solar probes, radiation probes, TDRS, communication ,ect Having these features will really clean out your tracking station and make sense of whats going on around your planet. Just my 2cents
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can i make .dds textures and have this mod load them on my crafts?
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[1.7.2] KK Launchers - Delta, Atlas Pack
lextacy replied to Kartoffelkuchen's topic in KSP1 Mod Releases
I need the launch tower for this mod. I know it was "discontinued" but someone has got to have it. Can someone please pretty please?! -
ooops, my bad....I meant that the SHUTTLES cargo bay has the problem of lack of thermal protection. Sorry about that
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Ok sent a PM. On a lighter note....what happen to the RSS shuttle series? I was really getting into that. What do you recommend to fix the lack of a cargobay module? All my payloads seem to catch fire during ascent LMAO!
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Will there be any plans to fix up the ULA launchers pack fairings? They seem to decouple by exploding and also in an asymetrical way.